Tool and Masonry softcap for Mining

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Tool and Masonry softcap for Mining

Postby Darthbob » Mon Feb 06, 2017 3:08 am

My suggestion is a simple one, to allow Masonry to adjust the softcap of stone/ore when mining when using a lower quality tool. As the game stands right now to mine high quality ore you're much better off using a stone axe to mine for quality rather than a pickaxe. I don't think it's terrible to use a stone axe for quality and a pickaxe for speed, but I do think right now the penalty is too harsh and could use toning down.

Right now it seems that mining rock and ore has a masonry hard cap and a tool soft cap. Mining Q60 ore with 60 Masonry and a Q20 pick will get you at most (60+20)/2 = Q40 stone/ore. If you have only 50 Masonry the stone/ore gets hardcapped down to 50, for a result of (50+20)/2=Q35 stone/ore.

My direct suggestion/solution is that for every point your Masonry skill is above the quality of the ore it raises the softcap of your tool by an equal amount. As per the above example with this a miner with a Q20 tool and 70 points of masonry mining Q60 ore/stone would have a softcap of (60+(20+10))/2=45. This means a miner with a Q20 pick and 100 masonry would effectively remove the softcap of their tool.

By tying your Masonry skill and the quality of the ore and only giving it an impact when it exceeds the ore it also to an extent limits the ability to rush very high levels of masonry and completely forego axe/pick quality for very high quality stone/ore, as a Q10 Axe would require some 190 masonry to offset Q100 stone/ore. Another option is to only allow this interaction with pickaxes as opposed to stone axes and metal axes, cementing it's role as the premier mining tool.

Or of you want to be sadistic implement it with a newer, special pick that requires steel. ¦]

Anyway that's my idea.
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Re: Tool and Masonry softcap for Mining

Postby MrPunchers » Mon Feb 06, 2017 3:32 am

You put it kinda weird so I'm going to try to simplify it: Your masonry stat and the quality of your tool get put together to determine the softcap, ie 30 masonry and 20q means 25 softcap (as example not actual numbers), yes/no?
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Re: Tool and Masonry softcap for Mining

Postby Darthbob » Mon Feb 06, 2017 3:58 am

No. You could do it that way but I don't think Masonry should affect the softcap if it's below the quality of the ore, otherwise it'd be too easy. An easy way to think of the math is that for every masonry stat above the ore quality, raise the softcap by 1.
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Re: Tool and Masonry softcap for Mining

Postby Fierce_Deity » Mon Feb 06, 2017 4:23 am

He wants masonry to continue hardcapping, but also wants it to play a role in the softcapping the tool does on stones. Fairly reasonable suggestion, so +1 I suppose.
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Re: Tool and Masonry softcap for Mining

Postby Fratari » Mon Feb 06, 2017 5:57 am

I disagree with this suggestion, as it negates the need for increasing tool quality at all in exchange for an investment of LP which is significantly faster and easier for large groups and factions. If it bothers you that much, you can mine a few bars worth with your stone axe, smelt it and make a pickaxe of the required quality.
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Re: Tool and Masonry softcap for Mining

Postby borka » Mon Feb 06, 2017 6:17 am

Much too simple, we also need more skills "toolcrafting", metaltoolcrafting" and "steeltoolcrafting" that hard and softcaps extra ... not to forget each is only buyable for villages with 20, 50 and 100 villagers ... and minimum 150 Lore to be able to entrance a cave or a minehole ...

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Re: Tool and Masonry softcap for Mining

Postby abt79 » Mon Feb 06, 2017 1:40 pm

Fratari wrote:I disagree with this suggestion, as it negates the need for increasing tool quality at all in exchange for an investment of LP which is significantly faster and easier for large groups and factions. If it bothers you that much, you can mine a few bars worth with your stone axe, smelt it and make a pickaxe of the required quality.

Maybe....tool q could increase mining speed/strength like it did in the past??????
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